L4D Glow Effect.h
Copy and paste this code into a file called ge_screeneffects.h into SourceSDKCode_Dir\game\client\
<script lang=cpp> ///////////// Copyright © 2009, Goldeneye: Source. All rights reserved. ///////////// // // File: ge_screeneffects.h // Description: // Post process effects for GoldenEye: Source // // Created On: 25 Nov 09 // Created By: Jonathan White <killermonkey> /////////////////////////////////////////////////////////////////////////////
- ifndef GE_SCREENSPACEEFFECTS_H
- define GE_SCREENSPACEEFFECTS_H
- ifdef _WIN32
- pragma once
- endif
- include "ScreenSpaceEffects.h"
class CEntGlowEffect : public IScreenSpaceEffect { public: CEntGlowEffect( void ) { };
virtual void Init( void ); virtual void Shutdown( void ); virtual void SetParameters( KeyValues *params ) {}; virtual void Enable( bool bEnable ) {}; virtual bool IsEnabled( void ) { return true; }
virtual void RegisterEnt( EHANDLE hEnt, Color glowColor = Color(255,255,255,64), float fGlowScale = 1.0f ); virtual void DeregisterEnt( EHANDLE hEnt );
virtual void SetEntColor( EHANDLE hEnt, Color glowColor ); virtual void SetEntGlowScale( EHANDLE hEnt, float fGlowScale );
virtual void Render( int x, int y, int w, int h );
protected: int FindGlowEnt( EHANDLE hEnt ); void RenderToStencil( int idx, IMatRenderContext *pRenderContext ); void RenderToGlowTexture( int idx, IMatRenderContext *pRenderContext );
private: struct sGlowEnt { EHANDLE m_hEnt; float m_fColor[4]; float m_fGlowScale; };
CUtlVector<sGlowEnt*> m_vGlowEnts;
CTextureReference m_GlowBuff1; CTextureReference m_GlowBuff2;
CMaterialReference m_WhiteMaterial; CMaterialReference m_EffectMaterial;
CMaterialReference m_BlurX; CMaterialReference m_BlurY; };
- endif
</script>